- fixed the invisible units bug
- reworked the ordering in the master combiner script to be more efficient
- added crown, tainted crown and tiara to skinned meshes from static meshes
- fog of war update error fixed
Heresy 0.18 Update Notes
0.18:
A Major refactoring of past code has taken place to accommodate multiple enemy villages. I stopped keeping track of all the changes and bug fixes since they were pretty extensive. The onslaught menu has been reworked to allow for addition of these new AIs.
There's a very dumb basic AI that I will expand upon later, but it is currently functional to build a small village and get started. If you're curious about that, the last youtube video I posted shows an earlier version. I'll put together another youtube video after I fix one critical bug, more on that below.
It's important to note that if you run into any bugs, please let me know. I've done my best to continually test, but if anything strange happens, I'll look into it immediately and attempt to fix it.
The critical unfixed bug: There's an issue with the inventory reskinning system that causes errors when a lot of units are trying to change their equipment. This can sometimes lead to barbarian units being invisible except for their weapons.
I'm going to rework the ordering method that is used to instead cancel mid-reskin if there are multiple changes to the armor. This should shore up any bugs coming from the core models. The crown and Lich's crown need to be converted into skinned meshes instead of static meshes, so I'll do a full backup of the game files before doing this.
I've learned it's best to do this before making any changes since maya can occasionally screw everything up.
Heresy 0.17 Update Notes
0.17:
- fixed looping build issue caused by buildings and inventories being too close together
- don't remove first pathfinding spot if not close to unit
- random direction if stuck for too long
- invisible wall exit function added to start of pathfinding
- zoom slider, lowest sensitivity settings reduced to 0.1 for more range
- camp fire picture fix
- stock pile, camp fire collider material fix
- updated production costs, entered in some of the detail text
- research rework and renames to reflect the changes with job control, put stone walls earlier in the tech tree
0.16:
- tree list removal correction
- stair collider optimizations
- flight animation
- reworked getting stuck pathfinding
- improved smoother pathfinding function
- sphere raycast pathfinding on initial test to avoid getting stuck
- old code cleanup
- all equipment able to be built (still needs detail text, values)
- expanded outline colliders to avoid build AI stoppages
- tree script timing causing some trees to not be counted in tree chop AI
- set an exit location for job, research, and spawner control to have units go to when idle
- new cancel button on job and research control
Heresy 0.16 Update Notes
0.16:
- stair collider optimizations
- flight animation
- reworked getting stuck pathfinding
- improved smoother pathfinding function
- sphere raycast pathfinding on initial test to avoid getting stuck
- old code cleanup
- all equipment able to be built (still needs detail text, values)
- expanded outline colliders to avoid build AI stoppages
- tree script timing causing some trees to not be counted in tree chop AI
- set an exit location for job, research, and spawner control to have units go to when idle
- new cancel button on job and research control
0.15:
- terrain leveling over seams
- job control complete
- level 2 building functions complete
- hut/wooden building collider optimize
- family tree and enforcing number of children
0.14:
- outline shader change
- items being built detail text
- inventory updates while working job
- excluded job buildings from stock pile locations for harvesting AIs
- collider fix on hut command and hut 3
- research menu
- research AI
- production right menu and tab
- job AI
- fixed icon bug where they sometimes wouldn't show up on the right menu
- occupation menu
- golden wings and black wings added
- invisible wall addition to trees for pathfinding
- consolidated tree remove process to increase performance/reliability
- fixed threshold on command hut
- layermask raycast fix to avoid units while calculating valid positions
- stockpile and campfire leveling replaced with rotate to fit terrain
- reduced palisade wall costs
- added delays in tree chopping to increase frame rate on downed tree
- changed inventory tree colliders to allow for better pathfinding
- reworked action menu:
banner image in center
Formations:
- Loose
- Line
- Double Line
- Column
- Spread
- Wedge
Aggression control:
- Aggressive
- Stay in Formation
- Ignore Enemies
- Flee from Danger
Occupation panel:
monitors current job and status (not done yet)
- attack AI improvements
- when units retreat, they will both avoid enemies and return to safety
- fixed bug where unit would still be holding an arrow if recently possessed
0.13:
- fixed tree chopping bug where trees would stay up after completion
- added "heart beat" system that avoids not responding on load
(may still have this pop up for a short time between menu and scene transition if you're clicking off the window/hitting alt tab)
- fixed flag bug that would cause buildings to not load
- fixed equipment bug showing tainted crown (lich) as massive
- fixed script timing causing null errors after reusing units
0.12:
Important Note: To access the 32 build, right click on Heresy in your library - Properties - Betas and select Heresy_32
- swapped the 64 build and 32 build within steam
- added 15 Skin colors
- added help reference guide for default controls (keyboard shortcuts, mouse functions)
- fixed bug where newly born villagers would not be assigned to a team
- added flag selection in profiles, shields will now display flags
- created and added flag banner to profiles
0.11:
- Texture scaler added to master_combiner script to reduce memory overhead
- Unloading Unused Assets and Garbage Collection checks to reduce used memory
Heresy 0.15 Update Notes
0.15:
- terrain leveling over seams
- job control complete
- level 2 building functions complete
- hut/wooden building collider optimize
- family tree and enforcing number of children
0.14:
- outline shader change
- items being built detail text
- inventory updates while working job
- excluded job buildings from stock pile locations for harvesting AIs
- collider fix on hut command and hut 3
- research menu
- research AI
- production right menu and tab
- job AI
- fixed icon bug where they sometimes wouldn't show up on the right menu
- occupation menu
- golden wings and black wings added
- invisible wall addition to trees for pathfinding
- consolidated tree remove process to increase performance/reliability
- fixed threshold on command hut
- layermask raycast fix to avoid units while calculating valid positions
- stockpile and campfire leveling replaced with rotate to fit terrain
- reduced palisade wall costs
- added delays in tree chopping to increase frame rate on downed tree
- changed inventory tree colliders to allow for better pathfinding
- reworked action menu:
banner image in center
Formations:
- Loose
- Line
- Double Line
- Column
- Spread
- Wedge
Aggression control:
- Aggressive
- Stay in Formation
- Ignore Enemies
- Flee from Danger
Occupation panel:
monitors current job and status (not done yet)
- attack AI improvements
- when units retreat, they will both avoid enemies and return to safety
- fixed bug where unit would still be holding an arrow if recently possessed
0.13:
- fixed tree chopping bug where trees would stay up after completion
- added "heart beat" system that avoids not responding on load
(may still have this pop up for a short time between menu and scene transition if you're clicking off the window/hitting alt tab)
- fixed flag bug that would cause buildings to not load
- fixed equipment bug showing tainted crown (lich) as massive
- fixed script timing causing null errors after reusing units
0.12:
Important Note: To access the 32 build, right click on Heresy in your library - Properties - Betas and select Heresy_32
- swapped the 64 build and 32 build within steam
- added 15 Skin colors
- added help reference guide for default controls (keyboard shortcuts, mouse functions)
- fixed bug where newly born villagers would not be assigned to a team
- added flag selection in profiles, shields will now display flags
- created and added flag banner to profiles
0.11:
- Texture scaler added to master_combiner script to reduce memory overhead
- Unloading Unused Assets and Garbage Collection checks to reduce used memory
Heresy 0.14 Update Notes
There are still some issues with the 0.14 build. To access it, it's available in the same place as the 32bit build. I'm going to hold off on making this the default build until I can fully work out the majority of bugs.
0.14: (unstable dev build)
- stockpile and campfire leveling replaced with rotate to fit terrain
- reduced palisade wall costs
- added delays in tree chopping to increase frame rate on downed tree
- changed inventory tree colliders to allow for better pathfinding
- reworked action menu:
banner image in center
Formations:
- Loose
- Line
- Double Line
- Column
- Spread
- Wedge
Aggression control:
- Aggressive
- Stay in Formation
- Ignore Enemies
- Flee from Danger
Occupation panel:
monitors current job and status (not done yet)
- attack AI improvements
- when units retreat, they will both avoid enemies and return to safety
- fixed bug where unit would still be holding an arrow if recently possessed
0.13:
- fixed tree chopping bug where trees would stay up after completion
- added "heart beat" system that avoids not responding on load
(may still have this pop up for a short time between menu and scene transition if you're clicking off the window/hitting alt tab)
- fixed flag bug that would cause buildings to not load
- fixed equipment bug showing tainted crown (lich) as massive
- fixed script timing causing null errors after reusing units
0.12:
Important Note: To access the 32 build, right click on Heresy in your library - Properties - Betas and select Heresy_32
- swapped the 64 build and 32 build within steam
- added 15 Skin colors
- added help reference guide for default controls (keyboard shortcuts, mouse functions)
- fixed bug where newly born villagers would not be assigned to a team
- added flag selection in profiles, shields will now display flags
- created and added flag banner to profiles
0.11:
- Texture scaler added to master_combiner script to reduce memory overhead
- Unloading Unused Assets and Garbage Collection checks to reduce used memory
(to do) collider expanding to allow for units to easily enter and leave buildings, fix threshold on command hut
(to do) occupation menu, finish job control, reconnect job AI
(to do) connect wall corners to construction of straight pieces to save wood and avoid pathfinding issues for tight spaces
(to do) fix jump
(to do) facing control on right click and drag
(to do) find out why the units don't like going to the same point they start on for formations (weapon colliders?)
(to do) some null ref exception while finishing building and tree chop
Heresy 0.13 Update Notes
0.13:
- fixed tree chopping bug where trees would stay up after completion
- added "heart beat" system that avoids not responding on load
(may still have this pop up for a short time between menu and scene transition if you're clicking off the window/hitting alt tab)
- fixed flag bug that would cause buildings to not load
- fixed equipment bug showing tainted crown (lich) as massive
- fixed script timing causing null errors after reusing units
Heresy 0.12 Update Notes
Important Note: To access the 32 build, right click on Heresy in your library - Properties - Betas and select Heresy_32. If you are running a 64 Windows OS, this will be the default version that is installed.
0.12:
- swapped the 64 build and 32 build within steam
- added 15 Skin colors
- added help reference guide for default controls (keyboard shortcuts, mouse functions)
- fixed bug where newly born villagers would not be assigned to a team
- added flag selection in profiles, shields will now display flags
- created and added flag banner to profiles
0.11:
- Texture scaler added to master_combiner script to reduce memory overhead
- Unloading Unused Assets and Garbage Collection checks to reduce used memory